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Hmm, it could be a tooltip gone horribly wrong. As in, it should all be wrapped in a big NOT = { } block. That is, if anyone of those were to become true, the ambition would fail to succeed. However, even then, the logic seems funny (momentarily going over your demesne limit should not make an ambition fail, if there's any HIP polish about), so I've got to question your external mod usage for certain here.

The first thing I'll do is look for this particular ambition in its source file to see what it says there. Maybe I can figure out which mod it's coming from.
 
The first thing I'll do is look for this particular ambition in its source file to see what it says there. Maybe I can figure out which mod it's coming from.

The increase demesne ambition is coming from the VIET Immersion integration of the Additional Objectives mod. You can find the specific ambition in the ao_ruler_ambitions.txt file.
 
The increase demesne ambition is coming from the VIET Immersion integration of the Additional Objectives mod. You can find the specific ambition in the ao_ruler_ambitions.txt file.

I'm not using Immersion, but I am using Additional Objectives for Project Balance. This is the code from the ao_ruler_ambitions.txt in the additional_objectives_PB directory:

obj_increase_demesne = {
type = character

allow = {
is_ruler = yes
is_adult = yes
is_landed = yes
higher_tier_than = baron
NOT = { trait = incapable }
NOT = { trait = content }
NOT = { demesne_size = 9}
#according to evil_events.txt, demesne_efficiency seems to be demesne_max/demesne
demesne_efficiency = 1.01
NOT = {has_character_modifier = gain_demesne_obj_timer}
}
creation_effect = {
if = {
limit = {
demesne_size = 1
NOT = {demesne_size = 2}
}
set_character_flag = demesne1
}
if = {
limit = {
demesne_size = 2
NOT = {demesne_size = 3}
}
set_character_flag = demesne2
}
if = {
limit = {
demesne_size = 3
NOT = {demesne_size = 4}
}
set_character_flag = demesne3
}
if = {
limit = {
demesne_size = 4
NOT = {demesne_size = 5}
}
set_character_flag = demesne4
}
if = {
limit = {
demesne_size = 5
NOT = {demesne_size = 6}
}
set_character_flag = demesne5
}
if = {
limit = {
demesne_size = 6
NOT = {demesne_size = 7}
}
set_character_flag = demesne6
}
if = {
limit = {
demesne_size = 7
NOT = {demesne_size = 8}
}
set_character_flag = demesne7
}
if = {
limit = {
demesne_size = 8
NOT = {demesne_size = 9}
}
set_character_flag = demesne8
}
}
chance = {
factor = 50

modifier = {
factor = 1.5
demesne_efficiency = 2.0
}
modifier = {
factor = 1.5
demesne_efficiency = 2.5
}
modifier = {
factor = 1.5
demesne_efficiency = 3.0
}
modifier = {
factor = 1.5
prestige = 400
}
modifier = {
factor = 0.2
OR={
tier = duke
tier = king
}
}
modifier = {
factor = 1.5
trait = envious
}
modifier = {
factor = 1.5
trait = greedy
}
modifier = {
factor = 10.0
trait = ambitious
}
}
success = {
custom_tooltip = OBJDEMESNESUCCESS
hidden_tooltip={
OR = {
AND = {
demesne_size = 9
has_character_flag = demesne8
}
AND = {
demesne_size = 8
has_character_flag = demesne7
}
AND = {
demesne_size = 7
has_character_flag = demesne6
}
AND = {
demesne_size = 6
has_character_flag = demesne5
}
AND = {
demesne_size = 5
has_character_flag = demesne4
}
AND = {
demesne_size = 4
has_character_flag = demesne3
}
AND = {
demesne_size = 3
has_character_flag = demesne2
}
AND = {
demesne_size = 2
has_character_flag = demesne1
}
}
}
}
abort = {
OR = {
trait = incapable
is_ruler = no
NOT = {demesne_efficiency = 1.00}
}
}
effect = {
if={
limit = { NOT = { has_character_flag = obj_demesne_used } }
change_stewardship = 1
}
prestige = 100
hidden_tooltip={
clr_character_flag = demesne1
clr_character_flag = demesne2
clr_character_flag = demesne3
clr_character_flag = demesne4
clr_character_flag = demesne5
clr_character_flag = demesne6
clr_character_flag = demesne7
clr_character_flag = demesne8
add_character_modifier = {
name = gain_demesne_obj_timer
duration = 3650 #10 years
}
set_character_flag = obj_demesne_used
}
}
}

If it's only the tooltip that's in error I'm ok. I'm just concerned that the ambition might not be working at all. I'm not very good at deciphering this code.
 
If it's only the tooltip that's in error I'm ok. I'm just concerned that the ambition might not be working at all. I'm not very good at deciphering this code.

The issue appears to be that the code is using an outdated form of custom tooltips. If you change the success block to read like this:

Code:
success = {
	custom_tooltip = {
		text = OBJDEMESNESUCCESS
		hidden_tooltip = {
			OR = {
				AND = {
					demesne_size = 9
					has_character_flag = demesne8
				}
				AND = {
					demesne_size = 8
					has_character_flag = demesne7
				}
				AND = {
					demesne_size = 7
					has_character_flag = demesne6
				}
				AND = {
					demesne_size = 6
					has_character_flag = demesne5
				}
				AND = {
					demesne_size = 5
					has_character_flag = demesne4
				}
				AND = {
					demesne_size = 4
					has_character_flag = demesne3
				}
				AND = {
					demesne_size = 3
					has_character_flag = demesne2
				}
				AND = {
					demesne_size = 2
					has_character_flag = demesne1
				}
			
			}
		}
	}
}

It should work properly.
 
Thanks. I'll paste all this information to the mod creator so that he can fix it.

EDIT: Actually, it looks like that mod is no longer being maintained. I'll make the changes to my local copy but maybe someone can fix it in the incorporated versions that are used in HIP modules.
 
The issue appears to be that the code is using an outdated form of custom tooltips. If you change the success block to read like this:

Code:
success = {
	custom_tooltip = {
		text = OBJDEMESNESUCCESS
		hidden_tooltip = {
			OR = {
				AND = {
					demesne_size = 9
					has_character_flag = demesne8
				}
				AND = {
					demesne_size = 8
					has_character_flag = demesne7
				}
				AND = {
					demesne_size = 7
					has_character_flag = demesne6
				}
				AND = {
					demesne_size = 6
					has_character_flag = demesne5
				}
				AND = {
					demesne_size = 5
					has_character_flag = demesne4
				}
				AND = {
					demesne_size = 4
					has_character_flag = demesne3
				}
				AND = {
					demesne_size = 3
					has_character_flag = demesne2
				}
				AND = {
					demesne_size = 2
					has_character_flag = demesne1
				}
			
			}
		}
	}
}

It should work properly.

I don't know if this is just a coincidence but after making this change a number of other ambitions showed up, as well.
 
I don't know if this is just a coincidence but after making this change a number of other ambitions showed up, as well.

Well, it's very possible that it was messing up all the ambitions after it in the file. It's a shame the mod is no longer being maintained; AO is one of the mods I've often considered asking for permission to continue and expand, though I don't even know if the original creator is around any longer. (If nothing else, I'd love to get a crack at re-doing some of the graphics it uses, but that's more likely to happen through VIET.)
 
Well, it's very possible that it was messing up all the ambitions after it in the file. It's a shame the mod is no longer being maintained; AO is one of the mods I've often considered asking for permission to continue and expand, though I don't even know if the original creator is around any longer. (If nothing else, I'd love to get a crack at re-doing some of the graphics it uses, but that's more likely to happen through VIET.)

I would think that if it's abandoned it should become the property of the community.
 
Well, it's very possible that it was messing up all the ambitions after it in the file. It's a shame the mod is no longer being maintained; AO is one of the mods I've often considered asking for permission to continue and expand, though I don't even know if the original creator is around any longer. (If nothing else, I'd love to get a crack at re-doing some of the graphics it uses, but that's more likely to happen through VIET.)

Not all of AO's ambitions are in PB's scope, but a large enough core chunk of them are. I wouldn't approve of direct integration / fix-up in this case, but I would happily throw down code for wanted ambitions that aren't squarely in the Immersion category. [Besides, they can be moved to VIET once Immersion is more back up to speed if that seems appropriate, as most HIP users can't use Immersion right now.]

EDIT:

PB will probably be expanding some of its ambitions anyway in the future in order to provide better temporal input (i.e., something that dynamically changes with time due to player actions) to the autonomy faction voting / mood determination. Convert province culture, 10/20 years of peace, win a crusade, win a holy war, control <next number up> holy sites, etc. are all fair game (most of those are just from my head and only some overlap with AO, BTW).
 
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I would think that if it's abandoned it should become the property of the community.

It is property of Paradox. Of course, AO doesn't include a lot of copyrighted or even clearly credited resources, so ownership beyond Paradox is null; it's not public domain by default in this case. One will need to invent their own AO or successfully make contact with the last known maintainer.
 
EDIT: Actually, it looks like that mod is no longer being maintained. I'll make the changes to my local copy but maybe someone can fix it in the incorporated versions that are used in HIP modules.

OrdepNM is out partying tonight (in a holy city, no less!), but he's the guy to whom you should be talking about this fix.
 
in SWMH alone these 2 provinces definitely do have holdings so I have no idea where is the problem.
Though I must admit that now for some time I am not using the current version, but the next one to be released (in which nothing has been changed in these 2 provinces).
Maybe a compatibility version uses old province history files instead of new ones, which got completely new set of holdings? Could be the reason for more such problems across East Africa.
Could be. Could be PB+SWMH just falling through on its job too.

I too am using only the developer versions (even for regular testing), which is a bad strategy overall unless I can keep my development versions of SWMH and VIET up to date (cannot currently).

Maybe I will take a gander from this side later. Lots of things to do today.
 
Not all of AO's ambitions are in PB's scope, but a large enough core chunk of them are. I wouldn't approve of direct integration / fix-up in this case, but I would happily throw down code for wanted ambitions that aren't squarely in the Immersion category. [Besides, they can be moved to VIET once Immersion is more back up to speed if that seems appropriate, as most HIP users can't use Immersion right now.]

I definitely agree that AO falls mostly, if not entirely, outside PB's scope. In the still purely hypothetical scenario in which I got permission to take over AO (or did my own version of AO from scratch) I'd probably aim for a HIP sub-mod. But since I currently spend most of my modding time squinting at pixels, I'm not sure how likely any of that is.
 
I fear CK II is not made to sustain such a big map as SMHW s....what will you do when India will be added?Many PC s barley run the mod as it is,if they add India it will be unplayable even for mid range PC s..

We are optimistic about the optimizations that the CKII team are making to enable the 330-400 more provinces in Rajas of India. Their optimizations could theoretically make the current SWMH run as fast as vanilla, but it is far too soon to tell.

As you say, SWMH is already pushing many of our computers' CKII to the brink-- at least on speed 5, so what will RoI do to SWMH and HIP? Simply put, we largely plan to deal with the DLC issues once they're actually out in the open, but the following are some running principles:

1) All of HIP's mods will be released for the new patch and DLC very shortly after it hits the market to ensure no significant disruption to a fully HIP CKII experience for our users.

2) All of the mods will support the new patch and be fully-functional upon the day of the first HIP release post-patch. SWMH is unlikely to include the new map additions of the DLC immediately, however. Simply put, some serious drawing (and so much more) will have to be done before SWMH will fully include India, and there's no getting around that. In the interim, one will be able to choose between the installing latest, functional SWMH at any time or simply disabling it in your install for awhile if you'd prefer a more vanilla (but still HIP) RoI experience at first.

3) HIP is built to be modular for a reason. If Paradox's optimizations end up being too weak to take on the extra load of SWMH + RoI for lower-end computers and the SWMH team elects to not sacrifice any work for performance (i.e., still wants to add more provinces when performance is already unacceptable for a growing number due to India), then those users so affected will be encouraged to simply not use SWMH (or try to buy better hardware-- tricky to optimize for CKII, though). Everything will continue to work, though you might find yourself spoiled by that map and it very difficult to "go back." We can't know the parameters yet; those decisions are all up to the SWMH team, and they'll be listening heavily to your input once RoI and a RoI-ready HIP is out.

4) Cheer up. Worst case, there are several options at our disposal to maximize user experience. A simple, patch-compatible version that doesn't include India but does suddenly run as fast as vanilla does today, all its splendor intact, is an obvious worst-case option if performance headroom is just too low, but it is most likely that the additional CKII optimizations in the patch will allow SWMH enough headroom to keep trucking along as the team works to add a whole new part of the world to their masterpiece.

The above is not an official statement but a collection of some current working principles. We are at least as curious as to how this will all turn-out.
 
thank you for the swift response.We ll just have to wait and see then !
 
I'm trying to use the Kingdoms Abound Generator with this mod.

I'm getting the following error in my KA log:

"Lexical error in file landed_titles.txt, line 47520"

The line in question is the one in bold. Does anything look incorrect?

e_mali = {
color={ 223 139 40 }
color2={ 255 255 255 }

#color={ 241 175 15 }

capital = 925 # Mali
culture = soninke

k_ghana = {
color={ 90 130 30 }
color2={ 255 255 255 }

capital = 913 # Ghana

d_ghana = {
color={ 191 206 231 }
color2={ 255 255 255 }

capital = 913 # Ghana

I also posted this in KA. To my untrained eye I don't see what could be wrong.
 
Using the lastest release with my current save, i have all the modules except SWMH and use the keybind mod. Every single character can use the invasion CB for every single holding. Christian can invade other christian for not being the true fate, no matter where they are.

Checking if it happen in a new game...
Edit: It do. Will try reinstalling.
Edit 2: Still the same.
 
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TigerDolphins said:
Playing with PB and SWMH (plus the compatability module). At every start date I've checked there are some incorrectly "empty" provinces in East Africa. c_nubia and c_hayya have owners but no holdings, which leads to various sorts of diplomatic weirdness (no DoW, provinces appear on map as part of their larger kingdom but the characters are "independent", etc). Solved this problem for my own game via cheating to gain the titles and then building holdings in the capital slot manually, but thought I should report it anyways.

Hmm, SWMH fellas? Or is this on our side? If a province isn't worth a capital holding being built by default at all, it probably isn't worth an extra province, right? I mean, I certainly don't want to account for county titles that have no de jure vassal titles or province_capitals in CB code, e.g. Before I look for myself, perhaps the appropriate specialist will chime-in.

That said, I imagine this is indeed a bug, but it is probably a WIP placeholder issue on the East African work. Nothing too game-breaking, thankfully. Thanks for the heads-up.

I got around to inspecting this situation in-depth today, and I can't reproduce the problem with Nubia/Faras and Hayya or see any of hint of why it might have occurred. All looks fine for both the SWMH and the PB+SWMH modules. Hopefully it is never to be seen again.
 
After today's update my character screen is looking strange. I don't seem to have the updated Arko design. Note how the opinion of the liege is being overwritten. I am using all of HIP except Immersion (as well as some other mods, though none that I think mess with this stuff). Any ideas where I can look to see what might be messed up?

View attachment 101045

EDIT: This even occurs if HIP is the only mod selected. I'll try a reinstall and see if it fixes it.
 
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